bug修复
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f0da32c431
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@ -2360,8 +2360,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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//沮授
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//沮授
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xinjianying:{
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xinjianying:{
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audio:'jianying',
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audio:2,
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audioname:['xin_jushou'],
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subfrequent:['draw'],
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subfrequent:['draw'],
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group:['xinjianying_draw'],
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group:['xinjianying_draw'],
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enable:'phaseUse',
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enable:'phaseUse',
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@ -2449,7 +2448,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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result:{player:1},
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result:{player:1},
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},
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},
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subSkill:{
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subSkill:{
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draw:{inherit:'jianying',audio:'jianying',audioname:['xin_jushou']},
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draw:{inherit:'jianying',audio:'xinjianying'},
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},
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},
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},
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},
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//刘巴
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//刘巴
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@ -18822,7 +18821,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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duansuo_info:'出牌阶段限一次。你可以重置任意名处于连环状态的角色,然后对这些角色各造成1点火焰伤害。',
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duansuo_info:'出牌阶段限一次。你可以重置任意名处于连环状态的角色,然后对这些角色各造成1点火焰伤害。',
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sp_pengyang:'彭羕',
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sp_pengyang:'彭羕',
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spdaming:'达命',
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spdaming:'达命',
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spdaming_info:'①游戏开始时,你获得2点“达命”值。②其他角色A的出牌阶段限一次。其可以交给你一张牌,然后你选择令一名其他角色B。若B有与此牌相同类型的牌,其将一张该类型的牌交给A,你获得1点“达命”值;否则你将此牌交给A。',
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spdaming_info:'①游戏开始时,你获得2点“达命”值。②其他角色A的出牌阶段限一次。其可以交给你一张牌,然后你选择另一名其他角色B。若B有与此牌相同类型的牌,其将一张该类型的牌交给A,你获得1点“达命”值;否则你将此牌交给A。',
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spxiaoni:'嚣逆',
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spxiaoni:'嚣逆',
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spxiaoni_info:'①出牌阶段限一次。若你的“达命”值大于0,你可以将一张牌当任意一种【杀】或伤害类锦囊牌使用。然后你减少等同于此牌指定目标数的“达命”值。②你的手牌上限基数为X(X为“达命”值,且至多为你的体力值,至少为0)。',
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spxiaoni_info:'①出牌阶段限一次。若你的“达命”值大于0,你可以将一张牌当任意一种【杀】或伤害类锦囊牌使用。然后你减少等同于此牌指定目标数的“达命”值。②你的手牌上限基数为X(X为“达命”值,且至多为你的体力值,至少为0)。',
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xin_zhuhuan:'手杀朱桓',
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xin_zhuhuan:'手杀朱桓',
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@ -213,6 +213,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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filter:function(event,player){
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filter:function(event,player){
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if(event.type!='discard') return false;
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if(event.type!='discard') return false;
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if(player.hasSkill('olguzheng_used')) return false;
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if(player.hasSkill('olguzheng_used')) return false;
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var phaseName;
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for(var name of lib.phaseName){
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var evt=event.getParent(name);
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if(!evt||evt.name!=name) continue;
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phaseName=name;
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break;
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}
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if(!phaseName) return false;
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return game.hasPlayer(current=>{
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return game.hasPlayer(current=>{
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if(current==player) return false;
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if(current==player) return false;
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var evt=event.getl(current);
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var evt=event.getl(current);
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@ -527,15 +527,22 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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mark:true,
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mark:true,
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forced:true,
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forced:true,
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intro:{
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intro:{
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markcount:function(storage,player){
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var max=0;
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for(var id in storage){
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if(storage[id]>max) max=storage[id];
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}
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return max;
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},
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content:function(storage,player){
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content:function(storage,player){
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if(!storage) return '';
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if(!storage) return '';
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var str='';
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var str='';
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var map=(_status.connectMode?lib.playerOL:game.playerMap);
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var map=(_status.connectMode?lib.playerOL:game.playerMap);
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for(var id of storage){
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for(var id in storage){
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str+='至'+get.translation(map[id])+'的距离-'+storage[id]+'、';
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str+='至'+get.translation(map[id])+'的距离-'+storage[id]+'、';
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}
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}
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return str.slice(0,-1);
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return str.slice(0,-1);
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}
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},
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},
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},
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content:function(){
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content:function(){
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delete player.storage.twxianfeng_others[trigger.player.playerid];
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delete player.storage.twxianfeng_others[trigger.player.playerid];
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